There's enough there, but it's quite easy to avoid. Just avoid the stupidly posed and/or clothed models and you're 90% there (and believe me, anything halfway there gets proxied by something else if it's the last thing I do); Japanese-ish robots I don't generally have much of an issue with, but that's about it.
Zeta has a point on the peacemakers and bulleteers; I have had great success with those buggers as well (though I've actually had more luck with the peacemaker - again, taste is everything!), but I simply wasn't going to go there because budget is
already an issue, from what I hear; the MULs are invaluable for the EVO and a DRON box can be split into a fug for the rep and a sierra for the murdermines; those he'll pretty much need to make his hacker(s) be as effective as they ought to be.
There's great stories I could tell about the three different TAGs I regularly play as well but as long as there's other ways to get there (and with hacking, you really just need the drones, pretty much,
IMO...) with infantry, I'm not going to dangle that carrot in front of him needlessly, either
And I'd like to add there's no need to start off by losing a lot; I've managed 4/5 victories (at least on annihilation...) pretty much from the get-go. Sufficient fanaticism in reading the rules, and sufficient good-natured dickishness in listbuilding, combined with a general like for going for the throat (which is almost always good in infinity!) will get you quite a way as long as your opponent isn't a super-experienced-three-tournaments-a-month player.
...And even then sufficient insight, combined with a little bravado here and there, will go a long way

Most other beginning players I saw lose a lot, lost because not only did they zig when they should zag, but simply because they didn't go for the fething throat enough.
Stuff plain, fething, dies in infinity. Like, a lot. Make sure his go down faster, even if it costs you a model here and there. Play five games without jumpers, then without warning, include two - take out all his ordermonkeys in a single round. Next ten games, no jumpers, but alternating GMLspam,
TO-
TAG, auxiliaspam, whatever. Keeping your opponent guessing more than you have to is key, and with most casual opponents not all that hard IME.

But most importantly, go for the kill _every_fething_time_.
...Right up until the point where he starts expecting it, then feint. It's a psychological warfare game, meta-wise - don't be afraid to play that.
And hey, all-out arms races are pretty fluffy anyway, from what I gather from the books